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Re: Modding multiple shipyards per planet?
Hi.
Yes i really like the "labor" production idea... I think it will make the game more realistic and more interesting.... |
Re: Modding multiple shipyards per planet?
If so, then won't that make it all but impossible to build a ring/sphere world? (Don't you have to build them in place, using non-orbiting spaceyards, since the components are too big to transport from a planetary shipyard?)
Add a Barge, that is 2040 kilotons. It can carry 1 engine, a Bridge, LS and CQ, and one of the Ringworld comps. http://forum.shrapnelgames.com/images/icons/icon7.gif Solves that problem nicely. |
Re: Modding multiple shipyards per planet?
Yes it will be very good...and as a Very very important project for an empire/civilisation the maintance cost for this ship will be very very expansive...
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Re: Modding multiple shipyards per planet?
Quote:
A planetary space yard would be completely dependent on local population like all facilities, I guess. But robotoid factories or other automation might give a 'minimum' to those as well. I'd like to change the way ringworlds and sphereworlds are built, too, but that involves a completely new background for the system when it's completed. http://forum.shrapnelgames.com/images/icons/icon7.gif [ July 03, 2002, 23:38: Message edited by: Baron Munchausen ] |
Re: Modding multiple shipyards per planet?
if the population can be count on ships it will be very good for suicide junkie's Pirates&Nomades i think http://forum.shrapnelgames.com/images/icons/icon7.gif
imagine that we can take advantage of th population even if we play a nomad or pirate? for the ring/sphereworlds i think that the only thing very annoyning is that you must move some SYships to the star and build a big number of bases to be able to make your world...the idea of making a shipbase with 2040 KT and only 1 movement point is quite good i think... |
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